History VideoGame / DeusExHumanRevolution

26th Sep '16 3:09:15 AM Koveras
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* PhilosophicalChoiceEndings: The finale asks you (through Adam) "Should human augmentation research continue, despite the dangers it presents to humanity?"
11th Sep '16 8:19:44 AM LentilSandEater
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* DoorToBefore: After you defeat [[spoiler: Barrett]], there is an elevator which leads directly back to the helipad you arrived on. Possibly explained by the fact that the area you fought the boss in appears to be used for storage, so it's plausible that they would have a lift for cargo leading to that area so they could transport material directly to the storage bay.

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* DoorToBefore: After you defeat [[spoiler: Barrett]], there is an elevator which leads directly back to the helipad you arrived on. Possibly explained by the fact that the area you fought the boss in appears to be used for storage, so it's plausible that they would have a lift for cargo leading to that area so they could transport material directly to the storage bay.
31st Aug '16 9:34:16 AM Blissey1
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** Notably, attempting to use it on Malik when you encounter her in the Alice Garden Pods will result in her telling you she ''will'' punch you if you try to use it on her.
25th Aug '16 3:42:32 AM Snake
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[[quoteright:326:http://static.tvtropes.org/pmwiki/pub/images/DeusExHumanRevolution_7469.jpg]]
[[caption-width-right:326:[[{{Tagline}} "It's not the end of the world ...]] [[JustBeforeTheEnd but you can see it from here."]]]]

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[[quoteright:326:http://static.[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/DeusExHumanRevolution_7469.jpg]]
[[caption-width-right:326:[[{{Tagline}}
org/pmwiki/pub/images/deusexhumanrevolutioncover.png]]
[[caption-width-right:350:[[{{Tagline}}
"It's not the end of the world ...]] [[JustBeforeTheEnd but you can see it from here."]]]]
21st Aug '16 9:43:48 PM Kytseo
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* RuleOfSymbolism: Per WordOfGod, the penthouse at the top of the TYM headquarters has the sun lighting up the central room from the large windows on both sides. While it is impossible to have the sun coming from multiple directions, it was added to the environment art to hint that as being on the bleeding edge of transhuman technologies and abusing that position, [[IcarusAllusion it was "burning up in the sun" like Icarus]].

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* RuleOfSymbolism: RuleOfSymbolism:
**
Per WordOfGod, the penthouse at the top of the TYM headquarters has the sun lighting up the central room from the large windows on both sides. While it is impossible to have the sun coming from multiple directions, it was added to the environment art to hint that as being on the bleeding edge of transhuman technologies and abusing that position, [[IcarusAllusion it was "burning up in the sun" like Icarus]].
** It's been said by WordOfGod that the game's world is meant to be the golden age before the first game's dark age. In the non-Director's Cut release, this is symbolized by the gold tint on everything.
21st Aug '16 4:28:50 PM FearlessSon
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* {{Pastiche}}: The opening to the Panchea section late in the game is (per WordOfGod) a deliberate {{Homage}} to some iconic horror media, particularly the first acts of ''Film/{{Aliens}}'' and ''VideoGame/ResidentEvil4''.
21st Aug '16 1:36:00 PM FearlessSon
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** The simple Stun Gun, one of the few weapons that doesn't have upgrades, is the most useful weapon in the entire game. It is easily obtainable, even if it isn't taken as the starting weapon, and it is the only weapon with plentiful ammo throughout the entire game. Any human enemy, outside bosses, will be knocked out in one shot on every difficulty level no matter where they are hit. Out of the four bosses in the game, three of them can be stun locked with the stun gun, allowing them to be easily killed just by shooting them repeatedly with it. It can also temporarily disable most electronic systems, although it is generally inferior to hacking.

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** The simple Stun Gun, one of the few weapons that doesn't have upgrades, is the most useful weapon in the entire game. It is easily obtainable, even if it isn't taken as the starting weapon, and it is the only weapon with plentiful ammo throughout the entire game. Any human enemy, outside bosses, will be knocked out in one shot on every difficulty level no matter where they are hit. Out of the four bosses in the game, three of them can be stun locked with the stun gun, allowing them to be easily killed just by shooting them repeatedly with it. It can also temporarily disable most electronic systems, although it is generally inferior to hacking. However, it is limited by an effective range of half a dozen meters or so.
21st Aug '16 1:31:46 PM FearlessSon
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* BestialityIsDepraved: One of the people at the Omega Ranch sends an email asking for a camera to record whatever prankster has been putting images of humans engaged in sex acts with farm animals on their terminal when they leave it. They go on to spell out, in excessively formal language, that they find these images offensive both to decency and to the agricultural industry and the time-honored practice of animal husbandry.
21st Aug '16 11:42:33 AM FearlessSon
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** Sometimes this is level-dependent as well. For example, according to [[DVDCommentary the Director's Cut commentary]] the Milwaukee Junction Plant level Jensen visits shortly after coming back to work near the beginning of the game was made by the environment artists while many aspects of the engine were still being implemented, including pathfinding. Thus when they had to add pathfinding meshes into the environment they quickly found where the system was limited. Environments developed later during production took these limits into account on their initial design and were better able to play to the pathfinding A.I.'s strengths while avoiding its weaknesses.

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** Sometimes [[invoked]]Sometimes this is level-dependent as well. For example, according to [[DVDCommentary the Director's Cut commentary]] the Milwaukee Junction Plant level Jensen visits shortly after coming back to work near the beginning of the game was made by the environment artists while many aspects of the engine were still being implemented, including pathfinding. Thus when they had to add pathfinding meshes into the environment they quickly found where the system was limited. Environments developed later during production took these limits into account on their initial design and were better able to play to the pathfinding A.I.'s strengths while avoiding its weaknesses.
21st Aug '16 11:38:01 AM FearlessSon
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** The game does a fair bit beyond that to support pacifist players, including the provision of a non-lethal takedown and both melee and ranged weapons (a stun gun and a very quiet tranquilizer-dart rifle) which render enemies unconscious instead of dead, and a variety of NPCs who will take notice of your unwillingness to kill and be more willing to help you out as a result. But it's not wholly a bed of roses; in particular, unconscious enemies can be revived, and doing so will be the first priority of anyone who notices his buddy out cold on the floor. This means you can't just start zapping people with impunity, but have to observe patrol behavior carefully and plan out in great detail how you're going to proceed; otherwise, you're liable to find all those guys you ''thought'' you'd put down back up and helping their buddies sweep the area for you. It's especially tricky if you don't have the radar upgrade that shows baddies you haven't yet actually seen; without that, it can be a matter of serious effort and tricky stealth just to be confident you know where everybody actually ''is''. And there are several areas in the game which are jam-packed with enemies who can mostly all see each other, meaning that if you take any of them down by any means, odds are someone's going to spot the body and trigger an alarm before you have time to conceal it. While late-game augs like silent sprinting and the invisibility cloak make it easy to breeze past such areas without anyone knowing you were there, in the early game (and in Missing Link, where your all augs start out disabled) it's very easy to spend several minutes planning out how to get safely past a single large room. Few modern AAA games do anywhere near as much to satisfy those who enjoy this style of play.

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** The game does a fair bit beyond that to support pacifist players, including the provision of a non-lethal takedown and both melee and ranged weapons (a stun gun and a very quiet tranquilizer-dart rifle) which render enemies unconscious instead of dead, and a variety of NPCs [=NPCs=] who will take notice of your unwillingness to kill and be more willing to help you out as a result. But it's not wholly a bed of roses; in particular, unconscious enemies can be revived, and doing so will be the first priority of anyone who notices his buddy out cold on the floor. This means you can't just start zapping people with impunity, but have to observe patrol behavior carefully and plan out in great detail how you're going to proceed; otherwise, you're liable to find all those guys you ''thought'' you'd put down back up and helping their buddies sweep the area for you. It's especially tricky if you don't have the radar upgrade that shows baddies you haven't yet actually seen; without that, it can be a matter of serious effort and tricky stealth just to be confident you know where everybody actually ''is''. And there are several areas in the game which are jam-packed with enemies who can mostly all see each other, meaning that if you take any of them down by any means, odds are someone's going to spot the body and trigger an alarm before you have time to conceal it. While late-game augs like silent sprinting and the invisibility cloak make it easy to breeze past such areas without anyone knowing you were there, in the early game (and in Missing Link, where your all augs start out disabled) it's very easy to spend several minutes planning out how to get safely past a single large room. Few modern AAA games do anywhere near as much to satisfy those who enjoy this style of play.
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